Dave wrote:I’d like to propose some minor weapon changes:
Maul (club) - lose the +1 AP (with no bonuses to hit, strength or AP plus no traits it’s not really needed, removing it makes it a viable choice against the fighting knife and axe)
Two handed axe and hammer - make them versatile with a 1” L range. Either that or they lose the -1 to hit (I prefer versatile as it makes them a bit different).
Dave wrote:And some minor changes to how experience is earned.
Take part in battle +1 Exp
Take an enemy leader, champion or brute out of action +2 Exp
Successfully hack a locked door or loot crate +1 Exp
Scenario specific Exp gains +x Exp
Model completes a subplot or intrigue related action +1 Exp (in addition to any gains already stated).
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